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I want to share with you the deck that took me to legendary. It is a midrange Shaman build that relies on getting value in the early and midgame.

I will keep the card explanations short and to the point. While it is obvious what most cards do, the context in the specific matchups is more important. Over the next couple of days I will add videos to go through the most frequent matchups.

Videos

** WARNING ** ALMOST IMPOSSIBLE TO WIN MATCHUPS

Before you play this deck you should know that there are two matchups which are almost impossible to win: Freeze Mage and pretty much every build of priest.

Priest just has too much mass removal. Between Holy Nova , Auchenai Soulpriest + Circle of Healing and random Wild Pyromancer activations it is really hard to keep a board presence. Even worse, in my experience their best card against us is Thoughtsteal. Every card in our deck wrecks our deck. Some priest builds lately started to play at least one Mass Dispel, which also breaks our back. I could go on, but their single cards are able to out value us at every turn. I won once against a priest that had a resolved thoughtsteal, out of mabey 10 games or so.

The only way to a beat a freeze mage is to get an early bloodlust, say turn 5 or 6, and then hope to kill him the turn after, if he has an active secret. I did not win against a freeze mage yet, out of around 6 games I think.

Additionaly all hunter builds are also bad matchups, however it is winnable. Usually involves a strong ground defense with taunted up harvest golemens and the likes. In conclusion, if these decks gain more popularity you should def stop playing shaman all together. On the bright side we are at worst a small underdog against all other decks and heavy favorites in other matchups.

Cards

Earth Shock [2] is our removal of choice. In the current meta with alot of zoo and deathrattle it is vastly superior to lighting bolt.

Rockbiter Weapon [2] allows our low cost minions to trade up, removes an early game threat or enables the nerubian eggs to pop.

Argent Squire [1] the only one drop. One of the main aspects of the deck is to be resilient against mass removal like swipe and lighting storm. A 1/1 does not fit this plan, yet a singleton smooths out the curves and is useful when combined with rockbiter or flametongue.

Haunted Creeper [2] is an unconditional turn two play. No matter against what deck, it is never bad to play Haunted Creeper turn two. In the mid and late game it is also very potent. It provides additional resilience against wraths, your opponents can seldom kill the creeper and the tokens on the same turn.

Nerubian Egg [2] has a similar role to Haunted Creeper. There are matchup specific differences though, more on that in the videos.

Flametongue Totem [2] shines in this deck, turns on the eggs, gives our small creatures a boost and lets trade up against the must crucial midgame plays.

Loot Hoarder [1] is the obvious slot to improve on. If you have Bloodmage Thalnos you should upgrade, this would more than double the dust needed for this deck though.

Hex [2] is the most powerful hard removal in the game and one the perks of playing a shaman deck.

Feral Spirit [2] is the only card that puts unprotected non-value minions into play. I find it to be the hardest card to correctly judge when to play. In some matchups it is tricky to decide if you should play it turn three, while in most game a midgame decision to commit to the board (say with an additional Harvest Golem) and reduce your mana for another turn can be a big blunder.

Lightning Storm [2] as our only mass removal. The chances of winning against zoo without an early Lightning Storm are very slim.

Defender of Argus [2] helps the deck stabilize in the early turns against zoo and prevents a combo kill from miracle rogues or roar druids, as well as produces value by trading our previously uninspiring minions.

Gnomish Inventor [2] is one of the deceptively strong cards of the deck. In line with the gameplan the Inventor cycles and leaves behind a body. It is very surprising how often opposing decks do not possess a way to efficiently deal with the 4 health. Many great plays are set up when the opponent does not clear the Inventor the turn after

Azure Drake [2] is the valuest of all the value creatures in hearthstone, cycles and leaves behind a body with a strong ability. If it surives a turn it means that our deck is far ahead in the game.

Fire Elemental [2] tops the curve at six mana. Entering play and killing something in the same turn its a huge tempo swing. A standard sequence of play is forcing a board sweep from our opponent and playing high impact minions immediately afterwards. When it comes to high impact there are little things mightier than a Fire Elemental.

Bloodlust [2] is the namesake of the deck and its main winning condition. At some point in the game, your opponent has hopefully depleted his removal and our shaman has some small minions left on the board. Aside from the lethal alpha strike, Bloodlust offers alot of utility in the midgame, clearing the board or putting our opponent in a hopeless position.

More to come soon, feel free to give the deck a spin. When you have some games under your belt share your experiences here. The deck is still young, let us work together and collaborate on the right configuration. For Doomhammer! If we do not stand together Zoo will win in the end.

Don't play this deck without arcane golem. Trust me in this. A lot of times they just start trading at the end and you feel useless because you don't have one charge in your deck to buff your bloodlust and rockbiter.

Please don't play without arcane golem, or you will have a bad time against control.

Edit: The old list was better man, still using the old list with a couple of mech adjustments.

Edit 2: Arcane golem makes me win against hunters and priests also. It gives you just that last push you need most of the times. That push you need mostly against control, because when they have the opportunity to trade, you will just lose the game and hard, no matter if that is priest, paladin, warrior or whatever. As soon as you allow the opponent to trade, you will lose with this deck, period.

Priest has become harder, but still NOT UNBEATABLE. Hunter is a slight joke now. However.. The NEW MAGE either the new freeze variant and the mech mage. Are sincerely undoable.

Hunter and priest are not as bad matchups as the new mage is. And that is mainly due to priest being heavily rng bound. The only priests that are capable of winning from me are super control priests and deathrattle priest. Every other priest is just a joke and I mainly feel this is due to some extra charges in the deck.

Also I truely disagree with cultmaster. And this is because there is already so much carddraw in this deck, also it's body is so weak. Static carddraw is much better for this deck. Cultmaster made me overdraw a couple of times and just made me lose the game from an almost unlosable match. That is why I liked the old list better, there was a good to very good amount of carddraw without having to trigger them.

I prefer even to use a seagiant instead of cultmaster because the feeling of getting it out at turn 4/5 is just amazing. Just sacrificing a bunch of cards for carddraw, sadly is not (I truly believe cultmaster costs 1 mana too much or should've been a 4/3 or 3/3 rather than a 4/2 and with the side effect that the draw is hard to trigger in some occasions. And due to that it can become a dead card or too much of a thinking card in this deck, it's not like you have hounds or muster for battle to make this shit easier, no you have your own MINIONS that you have to either sacrifice or hope it will fit in between the tradings, rather than just one spell with 3+ minions.).

Also I still run 2x bloodlust, this is due to priests and other control where you need the BL as soon as possible.

Edit 3: Yes I know this deck needs to replenish everycard you put on the board in the same turn and you definitly need to cycle, but this is just overdone. Either the manatide totem or the Cultmaster could've been so much stronger minions...

But Cultmaster AND manatide totem AND 3/4 minions that give carddraw (In trade for very weak bodies) is just not working in this deck and new patch, I'm sorry. Carddraw is insane, but this is just too much.

Thanks for the deck mate, i ran a kinda like deck made myself but with windspeaker in it, hit rank 7 with it but, i was tbh waiting too long for him, better to just flood the board like you do here and not rely on drawing a specific OTK card (I sometimes did Abusive seargent, Bloodlust+Windspeaker on my fire ele (11 dmg x2 ) almost OTK

This is a great deck! I was able to build it up fairly quickly since it is not very expensive, and the videos helped me a lot to learn the strategies! I haven't upgraded any of the choices, although once I get Bloodmage Thalnos I will upgrade Loot Hoarder (although I don't see the need to make any other changes). I got my highest rank, going from 16 to 11 in a couple weeks.

As you mentioned, Priest is a tough game, although I can hold my own if I can keep decent board control and deal enough damage to his face before he gets out his AoE combo with Circle of Healing. I have trouble sometimes against Secret Mage as well, but not as bad as Priests. All the other match-ups are decent, and I have a good win rate against most Druids and Paladins.

Hey there...just wanted to add a couple other notes on using this deck (Just broke rank 10 for the first time with it BTW).

1. This is a rare play, but the double Bloodlust gives us so much range that it helps to steal some games. I've been able to pull it off against control decks like Priest and Warrior. in both cases, I saved an Earth Shock to take out their taunt the turn before and had Feral Spirits up to keep him from hitting me in the face or finishing me off. I think it can be a surprise weapon also because perhaps they only are counting for one bloodlust to be played.

2. Flametongue Totem is definitely a major win condition. Combined with Bloodlust can do some serious damage to the face. Also, behind Feral Spirit and/or Defender of Argus to protect it, the damage can add up.

3. This deck owns Handlock and Zoo decks. Although Handlock can be dangerous, his hero health is dangerously low vs. our incredible range with Bloodlust. I had a recent game where my opponent played 2 Giants on the same turn with 18 health on his face, but bloodlust with 5 minions on the board was game over!

4. Edit 2: Moved quickly from 10 to 8 tonight, going something like 8-2. I was reflecting on why I struggled so much around 14-16 a couple weeks ago. I think partly is learning to play better, but part of it was the fact I played against a lot of Priests at rank 14-16, while I seem to be facing a lot of Handlock and Rogues today which I think are good match-ups for this deck.

Thanks again for such a great deck! It's been really fun to play.

Another Update: Just hit rank 6. So in total, for the October 2014 Season, I went from Rank 20 to 6 (although only played this deck exclusively from Rank 16 to 6). Have fun and play this deck!

Edit: Hunters are much doable again, still hard but not as hard as before.. Went from 25% winrate to 45% against hunters this season so far, so it's definitely an improvement since patch.

Edit 2: Undertaker sometimes is only one, since it's not that great in this deck to have both at start. It happens a lot that you can't buff it and it simply gets removed early. I use 2x arcane golem or 2x harvest golem then, kind of depends what I am facing, 2x arcane if aggro.

It is still under construction and I'm still concerned about whether to use the arcane golem or not.

Edit 3: Hunters are getting terrible :( Get stomped up and down the ladder the whole time. So I'm switching paladin more often.

I don't know where this idea comes from that priest is hard.. I found it hard at first.. But after more than a week taking a look back at my statistics.. I have a little over 75% winrate against priest. I might be very lucky, or they might be very bad priests. I usually do lose if they have mass dispell. That card is such a game breaker if they do tend to run it.

Note: I don't say it is a very easy match up, not at all. Because the slightest mistake can/will lose you the game, it's what has been stated in the description of this list, they have or possibly have so much removal that it's really hard to play around anything.

A pro tip: BE VERY SURE OF HOW CLOSE YOU ARE TO LETHAL (ALWAYS COUNT YOUR BLOODLUST + MINIONS ON THE BOARD IF YOU HAPPEN TO HAVE BOTH), You basicly have won if they can't remove your board, don't play around the AOE, play against it.. and make sure their injured blademasters and auchenai's die off instantly and your match is pretty much won (IE keep rockbiter, keep egg, keep hex <- not that important but handy and keep your taunts.). I'm currently rank 3. If you go second and your starting hand is already good and it also has a bloodlust.. KEEP THE BLOODLUST, a lot of times you have enough minions + enough damage done on face to pop the bloodlust whenever you need. (they can't heal forever you know at a certain point they have to decide whether to place a unit or heal their selves.. Or even they have to aoe.. Just try to predict their hand and mostly you'll be in a good spot. In a great spot if they don't have aoe removal then you have basicly won if they don't draw in to it till turn 5/6/7.).

Also : Loothoarder for Thalnos => Incredible switch... It's more safe to lay down thalnos than fish for a totem (against zoo and other aggro). Not that great early game, but sure does a hell of a job when you actually do need to AOE lightning storm (usually past turn 5/6), gives insane value if you do happen to have Azure drake on the board.. or a spelldamage totem. Credits to: @gehtdichnixan87 also: I took out argent squire for Undertaker.. Damn that card is like 100x a more solid 1 drop than squire in this particular build of a deck.

To anyone who happens to need the spelldamage often.. Just make the Bloodmage Thalnos switch.. If you're in doubt that you will get the right totem for the task and you do happen to have bloodmage in your hand. Then you at least are sure you have your spelldamage when you need it. A nice bonus is the carddraw.. But I find it not that important as there are already so much carddraw mechanics for the mid/late game. That loothoarder isn't really that super efficient (also there is only one in the deck, so it's easy to switch it for an almost equal card. only drawback is a silence.)

Again: Not great in the early game for a carddraw bonus, but insane value in the mid / end game.

Edit: I was considering taking out a second bloodlust, have tried it out in a couple of casual games.. But I tended to draw even less in it than before. I'm now considering to take a little bit more carddraw out of it, or an egg or something to get a little bit more burst in it. Sometimes it happens that you just need a little bit more burst, like a fireball.. So I might cut in a jenkins. Also 10 mana seems to bring a good value to the game with jenkins.. If you have like 6 minions on board. you can jenkins + rockbiter + bloodlust.. Which seems to me like an awful lot of damage (12 damage from 1 minion + 18 damage from the other 6 minions that are buffed by bloodlust.. + a random number of how much the minions already had in attack damage.). But I'm still in need of testing this out. it might work, but I really need to check which minion can be cut for it.

I know BL + jenkins is hard to combo. But I have so much games where I'm one damage short or 2 damage short. (at turn 9 or 10.) that I'm really considering of adding him. I get so often to late game, that it seems to be a good value to me but that can be different in your eyes of course.. Because people are different, so will be their play styles. Or maybe something like a bluegill or a wolfrider.. just to have an extra rockbiter, or atleast an extra amount of damage when you pop bloodlust (Bluegill + bloodlust => 5 damage .. it might be that little bit of a push that you miss in this deck), I might add something like that. Just to ignite a bit more sparks ;)

In my opinion: Jenkins could allow you to face a turn with bloodlust (if you have a decent amount of HP left) and then finish it the turn after with jenkins. I have been counting so much 1 damage short, that I'm really really really thinking of adding a charged minion into the deck. (still there are a lot of situations where you can just afford the one damage short. But you have to find that out for yourself, this wall of text is already getting super long.)

Against priests I sometimes do happen to just pop the bloodlust and pray they don't have AOE so I can finish him the turn after with elemental / another bloodlust / left over minions, it can be very scary to do this (with any deck) but this strategy won me most games against priests.. REALLY DO THIS WITH CAUTION: Against the wrong deck, wrong hand or whatever it will make you cry. So really consider all the options before resorting to this.(Really I try to avoid trade as much as possible against priest. and try to face hit all the time. They usually don't have enough healing or damage to keep up, I trade only the minions that scare me, face trucking in my opinion best strategy against priests.). Trade Prio Priest: Clerics must die, Injured blademasters must die (rockbiter + nerubian if the egg happened to be popped, it is so nice) and auchenais MUST DIE ASAP... the rest of the cards are pretty much ignore.

If you can nerubian + Rockbiter a full HP injured blademaster (turn 3/4).. You already beat down 2 of his most threatening cards (Circle of healing and Injured). Circle of healing is the most threatening card in their deck because of the auchenai combo. So if you are able to force a lot of his aoe spells and his best minions and you're able to kill them of efficiently without losing a lot. Then you have won in at least 60-70% of the cases.

Don't play around their shadow word death, it's impossible you have not enough minions to pop it before dropping elemental, just drop the elemental when you think it can be dropped. Use his battlecry to either face. or trade of a minion if you have the feeling you must.

Edit 2: When it happens that I run in a lot of taunt / control decks.. then I usually switch out the one drop for black knight. It helps because they usually run slow decks then. So you don't really need the one drop. But that is luckily not frequent. The black knight brings a body in game rather than a 0/1 taunt. So they have to deal with that and I found it is hard to deal with that when you already have a full board. You can not combo it with bloodlust (unless you have a turn 10 coin which is unlikely) so you rather use this when the game is still progressing (safe your hexes then for their actual threats. like ragnaros or something comparable).

Another tip: If you lose a lot against priests and don't know why.... Try playing the most popular priest decks till you're familiar with them. So you at least can predict a little bit what's coming or supposedly coming. It helped me a lot to know what is in their decks and what you should be afraid of and what not.Innerfire/lightwell priests are in my opinion much easier than Zetalot / Amaz priests. Because their decks are more RNG bound than Zetalot / Amaz his decks are (also innerfire priest often only run holy nova x2, 9 out of 10 of them I never seen a single auchenai or a circle of healing so they have a lot less pressure to set on the board except for their overly insane big minions which are very easy to gain control over with this deck, if you see a turn 2 lightwell you can be sure it's an innerfire priest and clap your hands of relief.). (Innerfire priest is bound to bring out a huge threat on the board.. While amaz / Zetalot is meant to control the board and prevent as much damage as possible while you keep clearing the other side of the battlefield until the enemy eventually dies (or with zetalot: when you have lethal with velen, depending on the matchup of course), hence why that particular setup should be your worst nightmare).You only win against a priest by being able to control their threats and facetruck as much as possible (and a matter of HUGE HUGE luck on THEIR removal draws). Just don't go all in until you think it's necessary. Face truck when you think you can handle it the turn after, bloodlust if you think you will kill hem the turn after. Always take their aoe's in consideration. Lay down eggs only at the moment when you expect AOE to be happening. Just to have a little bit of a backup plan when they actually do it. Don't lay down the eggs when you don't need them against priests. Lay them when you think aoe will be coming. Same counts for creepers. You can put down your first creeper at turn 2.. that's totally fine (I even coin it in most matchups, but not in the priest matchup). But keep the other for when aoe could be happening so you at least keep SOME minions when it happened. And be careful with flame tongue.... there is so much aggro in the meta, that more and more priests run at least one x pain. Some even run 2x. If you really have to, just lay down the egg. to have at least some minions on the board. But you will cry if they happen to have silence, which is getting more common as well. So that's why I say. Once again: Try to only lay them down when you think AOE will be coming OR!!! when you have something to back it up the turn after (argus etc).It will give you more joy when 2 eggs are popped instantly the turn after, then when they slowly get taken out to regain control on their side. Trust me in this.

If you still have trouble taking down priests.. Ask for one of your friends to play like 10 matches with you while him being priest and you being the BL shaman.. It gives you a better vision of what to mulligan for and also makes it easier for you when you actually stomp the battlefield full of minions or when you just try to stall a couple of more turns.I did the same with my girlfriend when she had a hard time taking down other shamans, so I mirror matched with her for at least 15 games and now she has 80% winrate against mirror matchups, she had first only like 10%) I'm really sure it must help you if you "train" against friends. In my opinion this is better than trying it out in casual because: They play official decks they use to rank, while in casual most people just try out new and weird things (this doesn't really give you a good vision about what's wrong with the deck or playstyle, because you can't be for sure you will be seeing the same stuff in the ladder). Also: Friends could give you a vision of what's in their hand, so you get a time to think about how to counter it (I always let my girlfriend watch my hand when I "train" with her, so she has a better vision of what is possible coming.. they can't see in your head though.. So she always had a better idea of what I was going to place and in most cases already had her counter ready.. After watching her play a couple of ranked games I saw she took most of the things she learned in practice into reality and won so much more games.. She's a casual that only plays ranked, so don't expect much.. I was really proud when she hit 14 for the first time ever with this deck and a little bit of my help).. She plays not enough to get super high ranks sadly, hence why I was proud when she finally got away from rank 19-16. Most people play casual to try out weird combo's or to actually pull of some combo's which are usually too hard to pull of in a competitive match up, this is why I think casual gives you a more blurred vision. Your friends you can actually ask to use their decks that actually work in ranked which is in my opinion far better.

I have no onyxia.. But I did remove 1x gnomish inventor for 1x jenkins at the moment. He has proven it self many times at 9 and 10 mana (I find him so useful, because he grants you an extra minion.. This mean it is in my eyes a very very good pyroblast at 9 mana combo'd with bloodlust.. it's sick if you can pull it off at ten mana with a rockbiter) I added him because I found my self too often 1 damage short or 2/3/4/5 damage short at 9 mana or 10 or so if I couldn't kill them before them.. He granted me the extra minion I needed from time to time... also at 7 mana with rockbiter and a bunch of totems and flametongue. Incredibly strong. (2x Rockbiter Jenkins <3 so nice also.)

Edit: I took out also 1x Elemental.. Just because 2 is mostly in my way and dead card.. I played a while without any.. but then I didn't have a back up when I needed it (the 3 dmg battle cry is nice).. I'll post my list here.

Bloodmage has proven itself many times as well.. I find it more secure than fishing for a totem. But I wouldn't trade him for a kobold I guess. Then I'd rather put back in the elemental or gnomish inventor. Bloodmage is in here for multi purpose.. A kobold would remove that in my opinion. But the spelldamage is certainly nice vs aggro

Against zoo jenkins helps out also.. I often don't have to even use bloodlust if I got past turn 5/6. But once again: The hunters... There are simply too much of them from time to time, that I feel the urge to switch a different deck, I have hardest time against hunters at this period of time, also against mages.. The secrets are just too much

I am enjoying this deck, I used to loath playing a Shaman deck since I didn't feel as strongly in its performance as I think it could do. However, I realized that this deck was simple and didn't rely on high cost cards and hard to manage combos. After a few games, I wanted to try to improve on it with a few of the new Naxx cards. I am new to curse, so I don't know how to make a fancy graphic showing the deck lay out. So here is a list.

+1 undertaker ( -1 Argent Squire): In your card write up, you said that you liked it because it was a 1 mana card that sticks. Well, I find that the Undertaker combos well with the 6 other deathrattle cards (and more later)

+1 Ancestral Spirit ( -1 Gnomish Inventor): This gives a card Deathrattle, and we are capitalizing on deathrattle with several cards. And its cheap. So you can bring back Baron, Egg, Creeper...)

+1 Reincarnate ( -1 Egg ): This is take or leave, I could do without 2 of them, but is nice on things that proc deathrattle.

+1 Baron Rivendare (-1 I don't remember): Again with the deathrattles. However - if you can keep the cards you want out there, and use the deathrattle multiple times of Egg or Creeper and Golem - then when it comes time to use your Bloodlust you will be golden.

Ultimately this deck did great as it was - I didn't lose very often, and when I did it was a close match. With these changes I feel like I can do a bit better early while still having sustain for the end game. Zoos and Priests are still a hassle, but I think the chances help with sustain.

I think you broke the deck with ancestral, reincarnate and baron. I have no problems what so ever with zoo while using the exact list. Usually I have so much minions on the board against zoo, that I draw in to bloodlust very soon. I even tend to keep bloodlust most of the time on mulligan against zoo, maybe that will help you.. Flame tongue, Creeper, Egg and Rockbiter give the best value early game against zoo, lightning storm is a good backup and most of the times I tend to keep it as well on mulligan phase. (Unless I suspect it to be a handlock, but mostly I mulligan for zoo anyways).. Keep hexes for doomguard. (Unless you are able to trade them efficiently).

Also against zoo: I only trade of minions that are a threat.. 1/1.. 1/2... 2/2 etc minions I usually end up leaving on the board until I can drop the wolves, the lightning storm or whatever allows me to efficiently trade it off. If you can't efficiently trade their minions, truck face, drop taunts and Let them trade it.. Against aggro YOU NEED TO BE THE AGGRO. Against control YOU NEED TO BE THE CONTROLLER.

And keep counting bloodlust EVERY TURN against zoo. They often lifetap theirselves in lethal range while you only have 3 or 4 minions on the board.. remember flametongue between 2 minions = +4 damage.. I see a lot of people not taking that in account and probably that's why they have hard time against zoo. Zoo should be rather easy with this exact list.In my opinion OVERWHELMING the one that should overwhelm you, is usually the best strategy against decks that only use minions and a few spells. Also when I go second against warlock and I happen to have bloodlust in my mulligan hand.. I KEEP IT.. And it's because they lifetap theirselves in 80% of the times in lethal range that it really benefits you to already have it ready for turn 5/6 or 7. Yes it can give you a drawback by having too much of the wrong cards in hand, but it helps if you can pop it at the time you need it, rather than keeping fishing for it (keeping bloodlust on mulligan I do only against zoo and priest, never vs any other deck). I won almost every game against zoo lock while i had the coin AND bloodlust. I mulligan it away when the 4 cards are really a joke, because then you can't afford to ALSO have a bloodlust, there's too much of a chance drawing into it early. But if your hand is insane and it also has a bloodlust: KEEP IT. It really helps against this nonsense deck. Trust me.

Usually my zoo matchups are ended around turn 7/8/9 because I have : Bloodlust + Rockbiter AND flametounge at turn 8.. Or Bloodlust and Flametongue at turn 7... just keep counting the damage and you win more. Also against zoo: I keep rockbiters for finisher.. I only use them when I'm 100% sure I need to trade a minion off with it. but if there isn't much damage coming in and you have a lot of backup spells, save it/them for finisher. In my opinion it's usually better to use flametongue to trade than rockbiters against zoo if you must. This is because most of their minions are low HP. In my opinion : Bloodlust is the only win condition against zoo, especially because only a few run hellfire.. If their board is full with minions they can't hellfire, so that is why I keep bloodlust 80% of the times in my starting hand. So I'm sure to be able to overwhelm them at the time I CAN, All the games I didn't have bloodlust in starting hand against zoo: were about 50-50.

I found this out by accident: I had an insane starting hand: 1x Argent Squire, 1x Flame tongue, 1x Creeper and 1x Bloodlust.. I was like: What the heck I'm keeping the bloodlust. Really scared about it being a good dead card in your hand for the first 5 turns.. But then turn 6 came.. He had lifetapped himself to 20 hp, I had 5 minions on board of which 2 did more than 2 damage. I still had a rockbiter and bloodlust in hand.. It was way over 20 damage.. That's why you should keep the bloodlust against zoo if your starting hand is good enough to begin with. Just count: 5x3 = 15 damage + 4 damage (minion) + 3 damage (rockbiter). Even if it where just 4 minions and I happened to have had a flametongue. I'd also won because it would give 4 extra damage. (but that had to happen at turn 7 then or turn 6 with coin). Zoo definitely easiest matchup, just think straight and try to maximize damage as early as possible.. the more damage early game the easier the matchup is. Don't get scared of dropping health, if you have the right amount of minions and a real early bloodlust you most of the times win before turn 8. The only time zoo is scary: if they trade ALL YOUR MINIONS. Because then you can't get enough sustain on the board and you rather want to auto concede. But 9 out of 10 zoo's I encounter: are just face trucking and forgetting about minions. I might be lucky, but I guess not. I usually keep trucking face as well as zoo and only trade the things I need to trade, because it gives you a higher chance to win before turn 8/9/10. If they leave your minions / totems to rest till turn 5/6/7/8 and you happen to have a bloodlust and they have no taunt on board (or you have something to get rid of it, like earthshock) start laughing real hard at them because they are giving you a free win.